What's new
  • Most issues reported these days stem from users not enabling their emulators to use the required amount of RAM.
    We also tend not to use the search feature but post our issues within the texture pack release page.
    Failure to load a texture pack should not be posted in the release thread unless you have already patched the emulator.

    If you don't have the resources to use Large/HD texture packs please do not attempt to do so.
    Users should have a minimum amount of System RAM not less then 4GB's.
    If you have less then 4GB's of RAM do not post about how your emulator crashes,
    RAM is dirt cheap so invest some money into your PC.

    I would like to say thanks to squall_leonhart
    for posting this Solution.

hi rez textures support and detail texturing!

Rice

Emulator Developer
Federelli said:
Rice could we chat, because i have a hard time using the debugger to dump textures :).

I'm still waiting for you to choose something to be remade.


Federelli

The steps to use debugger to dump textures are:

1. Run the game to the screen as you want
2. Hit the [Pause At Next] button in the debugger. Pause at next "what" dependent on the selection you are currently having in the drop down list. You can pause at next "Flash Tri", "Frame", "New Texture", ..., etc.
3. You can keep hit the [Pause at next] button to step through the whole frame
4. At a point the primitive you want is just rendered, hit the [Dump] button to dump. What to dump is dependent on the current selection in the drop down menu next to the [Dump] button. You can choose the manu and dump different things. For now, you can select "Cur Texture", "Cur Texture Alpha", etc to dump.
5. After you hit the [dump] button to dump a texture, the plugin will automatically open the texture image file with your Windows associated image viewer. You can save the image file to any folders, or you can locate the image file under D:\ folder.
 

Rice

Emulator Developer
Federelli said:
I'm still waiting for you to choose something to be remade.

Federelli

It will be great if you can remake the images used in the OoT pause screen, and the 2D images used in game, like the items, letters, numbers.

A tough task is to remake all the letters used in Mario 64. Letters are really ugly in Mario64.
 

gandalf

Member ready to help
i dump 3 textures (kokiri sword, fairy ocarina and number nine :p) but the textures have the same name when i dump them....
 

knowitman

New member
Rice said:
A tough task is to remake all the letters used in Mario 64. Letters are really ugly in Mario64.

Wow. I just dumped the letters that show up when you start a new game and it comes up with the Welcome msg right before you start playing. The letters are a bunch of 16x8 files.

I could not really enhance the textures for Mario 64, but do that thing that I posted earlier about to give the game a different look.
 

Rice

Emulator Developer
gandalf said:
i dump 3 textures (kokiri sword, fairy ocarina and number nine :p) but the textures have the same name when i dump them....


Can you double check this? If this is really a problem which means different textures have got the same CRC, I will probably need to find a different CRC checksum computation method.
 

MiLO83

New member
To quote my PM to Rice from 20:00 on the 16th...

Hey Rice,
It's snowed here and i've ended up playing with your plugin almost all day. I've been toying in the debug version, and finally found all the textures that werent being dumped, by pausing at next "new texture." Ahhhhhh there they were. Click "Dump", "Cur Texture"... Da da! "Texture0_rgb.bmp" in all its glory. Wait a sec. I can't do anything with that... Whats the CRC of it?!?
Haha, so then i tried turning "dump textures" back on and opened the "texture_dump" folder, did the same pause at next new texture and, oh theres one it dumped, oh theres another, why didnt it dump it? its paused, it has lots of time to now...
Anyway, could you make the debugs "Dump" "Cur Texture" etc commands use the same CRC bmp naming? It opens in the windows xp image preview so i can save it to the dump folder myself, i just need to know what to call it to mod it for the HiRes folder. Try this out yourself, for me it only dumps some textures. Now i know how to find them but need them named correctly.
BTW i've mostly been playing with smash bros, its looking good with the textures that export, but i badly want to play with some which don't.
Let me know if my suggestion is valid.
- MiLO83

Its the 18th today. . .
I guess i figure things out faster than Allstar.
Rice the texture dumping from the debugger should be changed
to give a CRC filename, "Texture0_rgb.bmp" is useless.
 

Federelli

Beta Tester
How about using an MD5 hash for files? there shure won't be two files with the same MD5.

Thing is, when i dump textures, it only dumps one texture, and for some reason, ACDSEE gets executed and displays the image.
Is it possible to dump every single texture being displayed with just one click? Solutions for the acdsee weirdness?
 

Rice

Emulator Developer
MiLO83 said:
To quote my PM to Rice from 20:00 on the 16th...



Its the 18th today. . .
I guess i figure things out faster than Allstar.
Rice the texture dumping from the debugger should be changed
to give a CRC filename, "Texture0_rgb.bmp" is useless.



MiLO83

Do you check your emails? I have sent out two updates. This problem was solved 2 days ago.
 
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Rice

Emulator Developer
Federelli said:
How about using an MD5 hash for files? there shure won't be two files with the same MD5.

Thing is, when i dump textures, it only dumps one texture, and for some reason, ACDSEE gets executed and displays the image.
Is it possible to dump every single texture being displayed with just one click? Solutions for the acdsee weirdness?


No, it is not useful to dump all cached textures with one click.

use "Dump" "Cur texture to file", it should not opening ACDSEE.

But, it makes more sense to open a window for you to see which texture is just dumped. I guess you should usually want to dump a perticular texture, not all of them.
 
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Federelli

Beta Tester
Bes thing would be to use something like in glide64 debug, while in debug, you can click on a particular polygon and dump the texture being applied to it.

Edit: Sweet, after minutes of doing mumbo jumbo stuff i managed to get one of the sky textures, how i did it? God knows.
 
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Federelli

Beta Tester
Rice, the sky texture is an 8 Bit indexed one with 256 colors, the new one i made is 8 bit indexed with 256 colors, still, it doesn't work :(.

Edit: Hmm i got the to work, still they appear completelly corrupted, so i must be saving in the wrong format, i'm afraid it's not that easy to improve the sky when having the same limited pallette.

Edit2: Oh and yes, every dump opens my ACDSee.
 
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Rice

Emulator Developer
I use Paintshop. It works fine for me on these palletted images. I can double size the texture, select a color from the pallette and draw some lines by using the selected color, and so on. I can then save the modified image and Paintshop saves it correctly.

I can see that enhancing the palletted textures won't be easy. This is also the reason why I left them out in the beginning.
 

Federelli

Beta Tester
How can i force Photoshop to work with the forced palete? Hmm... what i want is to make a dithered gradient using the 256 available colors, since nintendo did a crap job with the skyes.
I didn't think there'd be that many sky textures... that surprised me.

Well, i'm off to learn how to keep my pallette unchanged, brb.
Will also work on the Pause Subscreen as far as i can.

Edit: I can't figure out a way to force a particular palete into an image :(, seem slike the skyes are a no go unless they are hand painted...
 
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loopsider

New member
Federelli said:
Haha, big surprise for you all :), you'll love it.
It took me all morning to make all of these.

brb...

I coudln't finish and i'll be back tonight, i'll leave a preview though, enjoy

All I can say is...WOW!

Rice is a genius for making a plugin with these capabilities.
And to both of you graphics men, great work!
This is a great development in n64 emulation (after the public is released I'll have lots of fun toying with this!)
There could even be a seperate forum for these "skins".
 
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SWAT_Marc

Ind. Design Student
Just playing around with Super Mario 64 and its sand

Edit: I must say that we also need to think about the concept of the game. I mean, SM64 was intended to look cartoony and TLoZ:OoT tried to look as much realistic as possible. To sum up: my sand texture "sucks" for the original purpose of this game :blush:
 
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SWAT_Marc

Ind. Design Student
I think you didn't understand me. What I meant is that (except in some special cases) not every texture you make is appropiate to a game.

That sand would perfectly fit in a N64 Zelda game (also in Wave Race 64 and Pilotwings), but not in SM64.

Both OoT and MM tried to be graphically realistic. This is not the case for SM64 which tried to look toony. I bet that if N64 could have made toon shading, SM64 would have been graphically that way.

Aside of all this, I think that this plugin lets you custom the game almost as you wish (if you want you can even turn green Mario's eyes instead of blue). We could relase Graphic-Packs e.g.: "SM64 toon shaded", "SM64 mature graphics", etc.

Edit: added the pic
 
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Federelli

Beta Tester
Post the original sand texture here, and i'll show you how to make it realistic, yet fit right into the Mario64 style.
 

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